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#1SysaneMar 08, 2005 13:51:19 | I'm about to start DMing DA with my old 2e group. One of the characters was this powerful wild talent generated thru the old 2e wild talent system <> . I still want to maintain the integrity of my player's character but keep him more or less balanced with rest of the party (average level is 15th). I pretty much know how I'm going to handle it. However, I was curious if anyone had similar issues and how they went about rectifying it in their campaign. Please share if you can relate. |
#2sekerMar 08, 2005 14:17:41 | I'm about to start DMing DA with my old 2e group. One of the characters was this powerful wild talent generated thru the old 2e wild talent system <> . I still want to maintain the integrity of my player's character but keep him more or less balanced with rest of the party (average level is 15th). Heh I can relate..... I have had some "interesting" characters back in 2nd edition due to the wild talents, and really, really good rolls. Couple easy ways to translate the character to 3.5. Depending on the wild talent will depend on which way you want to do it. *First and easiest (if the wild talent has a low level variant in expanded Psi) is translate a few of the characters levels into being a wilder. *However if it is a stronger wild talent (disintigrate or something) make it a psionic item (in the form of a naturally occurring tattoo or something, should be pretty easy to create) that uses the characters natural power points to power it. (requiring the spending of feats on wild talent and possibly other feats to gain power points, if a non psionic race.) Take the money cost of an item of this level from their starting funds for equipment if they are being re-equiped to join the game.... taking into account the extra money value towards CR rewards if not... at least untill the party is equalized. Just a few things I have done in the past on it. The wilder class seems to work best as then they can expore different aspects of their wild talent.... let me know what you think. |
#3SysaneMar 08, 2005 14:35:36 | *First and easiest (if the wild talent has a low level variant in expanded Psi) is translate a few of the characters levels into being a wilder. Yeah, my first thought as well, but as you said he has higher level powers (teleport, kinetic control, time dilation, etc....). *However if it is a stronger wild talent (disintigrate or something) make it a psionic item (in the form of a naturally occurring tattoo or something, should be pretty easy to create) that uses the characters natural power points to power it. (requiring the spending of feats on wild talent and possibly other feats to gain power points, if a non psionic race.) Take the money cost of an item of this level from their starting funds for equipment if they are being re-equiped to join the game.... taking into account the extra money value towards CR rewards if not... at least untill the party is equalized. Good idea. I'll have to remember that. Just a few things I have done in the past on it. The wilder class seems to work best as then they can expore different aspects of their wild talent.... What I have planned is a variant of the Phrenic (sp?) Template for the XPH. It seems to work and sets a limit on the uses of this powers per day. Additionally, some 2e powers translate into just taking a feat along with a 3.5 power. Example would be the Kinetic Control from 2e power would be simulated with power Biofeedback and the feats psionic and greater psionic weapon. |